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Topics - Galen

#1
Critics' Lounge / ignore this
Sun 20/06/2010 00:08:52
#2
Hey, so I was wondering, how do I draw a sprite independantly of anything else?
I've tried fiddling around with dynamic sprites and drawing surfaces to no avail and I really would like to know the correct procedure for doing such a thing... Should I be using the dynamic sprite features or would I just be better off using a GUI or what?
#3
Quite simply, my suggestion is too implement switch statements.

So instead of:
Code: ags

if(i==1)
{
 DoSomething();
}
else
{
 if(i==2)
 {
  DoSomethingElse();
 }
 else
 {
  DoUnmanaged();
 }
}


You could just use (basing off how they are done in another language):

Code: ags

switch(i)
{
case 1: DoSomething(); break;
case 2: DoSomethingElse(); break;
default: DoUnmanaged(); break;
}
#4
Critics' Lounge / Cleanish GUI
Thu 27/12/2007 13:59:59
Well this is my attempt to create a clean GUI that could be modified easily to fit any game:

I think it fell short though. The spacing and lettering just looks off to me. I'm hoping you guys might have a better eye as to what is wrong.
#5
It appears my year+ break from AGS has zapped most of the syntax from my mind, the following code is returning an error, and I don't know why:

Code: ags

function repeatedly_execute() 
  {
  // put anything you want to happen every game cycle here
  if(mouse.Mode == eModeUse)
  {
   if(player.ActiveInventory == null)
   {
    lblStatus.Text = "Use ";
    lblStatus.Append(Game.GetLocationName(mouse.x, mouse.y));
   }
   else
   {
    lblStatus.Text = "Use ";
    lblStatus.Append(player.ActiveInventory.Name);
    lblStatus.Append(" with ");
    lblStatus.Append(Game.GetLocationName(mouse.x, mouse.y));
   }
  }
  //lblStatus.Text = Game.GetLocationName(mouse.x, mouse.y);
  }

I'm sure the point of the script is fairly obvious. As far as I can fathom, I must be using the wrong function to append the variables.
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